@archnem wrote:
Hi all:
I have been knocking the rust off my XNA/Monogame skills recently, and have been working on a simple game where I want a bell to sound based on how the player does. For instance, if they strike 3 targets, I want the bell to ring 3 times, or 5 times if they strike 5 targets etc. I hacked together a bit of code that works:
public static void RepeatNamedSound(string name, int times) { int counter = 0; if (namedEffects.Count > 0) { if(namedEffects[name] != null) { while(counter<times) { if(namedEffects[name].State != SoundState.Playing) { namedEffects[name].Play(); counter++; } } } } }
But this of course has the effect of "locking" my game until the sound finishes playing the specified # of times. So when I call this function, I just ended up creating a thread to do it like so:
Thread thread = new Thread(() => AudioManager.RepeatNamedSound("ShortBell", counter)); thread.Start();
This seems a bit over-complicated to me for such a simple request, but the only other way I could think of to do it was to make an Update() function on my audio manager to run every frame and check a queue of requested sounds for what has played/remains etc. I had wanted to make my audio manager static to function in a kind of fire-and-forget way, so I ended up taking the other approach.
Has anyone else done this? Is there something simple I'm missing here, such as a way to specify the # of times
IsLooped = true
will loop a sound? I know in XACT this was possible back in the day.Thanks in advance for reading and your help!
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